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Lansfear
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Posted - 2004.07.22 15:30:00 -
[91]
Originally by: Ronyo Dae'Loki
Originally by: Lansfear The nos isn't meant to do the enemy any real damage, it's meant to give your cap a little extra something.
If you're running out of cap it's your skills that are the problem.
Hehe, trust me, it's not my lack of skill points.
My setups are just very touchy and push the limits of my cap. 3 ions + webber + scrambler + 2 small repairers = dead cap. But usualy by then the fights over.
And repairing half your armor in one cycle of repairers will keep you alive alot longer during a real fight andinsure you can get right back in the fight 30 seconds later after cap recharge.
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Lansfear
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Posted - 2004.07.22 15:30:00 -
[92]
Originally by: Ronyo Dae'Loki
Originally by: Lansfear The nos isn't meant to do the enemy any real damage, it's meant to give your cap a little extra something.
If you're running out of cap it's your skills that are the problem.
Hehe, trust me, it's not my lack of skill points.
My setups are just very touchy and push the limits of my cap. 3 ions + webber + scrambler + 2 small repairers = dead cap. But usualy by then the fights over.
And repairing half your armor in one cycle of repairers will keep you alive alot longer during a real fight andinsure you can get right back in the fight 30 seconds later after cap recharge.
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Cruz
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Posted - 2004.07.22 15:40:00 -
[93]
Originally by: Lansfear
Originally by: Ronyo Dae'Loki
Originally by: Lansfear The nos isn't meant to do the enemy any real damage, it's meant to give your cap a little extra something.
If you're running out of cap it's your skills that are the problem.
Hehe, trust me, it's not my lack of skill points.
My setups are just very touchy and push the limits of my cap. 3 ions + webber + scrambler + 2 small repairers = dead cap. But usualy by then the fights over.
And repairing half your armor in one cycle of repairers will keep you alive alot longer during a real fight andinsure you can get right back in the fight 30 seconds later after cap recharge.
Have you tried fitting in a nanofiber armor plate instead? it gives you much more time to stay alive. ................. |

Cruz
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Posted - 2004.07.22 15:40:00 -
[94]
Originally by: Lansfear
Originally by: Ronyo Dae'Loki
Originally by: Lansfear The nos isn't meant to do the enemy any real damage, it's meant to give your cap a little extra something.
If you're running out of cap it's your skills that are the problem.
Hehe, trust me, it's not my lack of skill points.
My setups are just very touchy and push the limits of my cap. 3 ions + webber + scrambler + 2 small repairers = dead cap. But usualy by then the fights over.
And repairing half your armor in one cycle of repairers will keep you alive alot longer during a real fight andinsure you can get right back in the fight 30 seconds later after cap recharge.
Have you tried fitting in a nanofiber armor plate instead? it gives you much more time to stay alive. ................. |

Hugolin
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Posted - 2004.07.24 11:41:00 -
[95]
Never tried fitting armour to a frig. Seems silly to bog your interceptor down when your radial speed is so all-important.
Call me Hugo and die. Hugo is a little troll on kiddies' television. |

Hugolin
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Posted - 2004.07.24 11:41:00 -
[96]
Never tried fitting armour to a frig. Seems silly to bog your interceptor down when your radial speed is so all-important.
Call me Hugo and die. Hugo is a little troll on kiddies' television. |

Baun
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Posted - 2004.07.24 15:15:00 -
[97]
Edited by: Baun on 24/07/2004 15:19:22 I have yet to see a viable argument for Ions over Neutrons.
Neutrons: Pro- 1. Damage 2. Range Con- 1. Fitting Reqs
Ions: Pro- 1. Fitting reqs 2. Slighty better RoF 3. Slightly better tracking Cons- 1. Range 2. Damage
Bassically I can't see the advantage one obtains through use of Ions. You do less damage DEFAULT. As such you HAVE to compensate with a damage mod. This nixes the low slot advantage you gained from better fitting requirements.
Now, however, you are left with a damage mod that is STILL lower than a neutron user who is using no damage mod increasing module and has the same skills. Unfortunately, you CANNOT use antimatter ammo because your optimal range is too low for live combat. As such your damage output is now so much lower that you cannot hope to possibly compensate simply by having better tracking. You will hit slightly more often than your opponent, but will do FAR less damage. This means that even if you have defensive mods on (further decreasing your damage output) you will still lose.
The small armor repairer idea isnt a bad one .... ill have to see whether my Taranises survive without the CPR.
The Enemy's Gate is Down
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Baun
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Posted - 2004.07.24 15:15:00 -
[98]
Edited by: Baun on 24/07/2004 15:19:22 I have yet to see a viable argument for Ions over Neutrons.
Neutrons: Pro- 1. Damage 2. Range Con- 1. Fitting Reqs
Ions: Pro- 1. Fitting reqs 2. Slighty better RoF 3. Slightly better tracking Cons- 1. Range 2. Damage
Bassically I can't see the advantage one obtains through use of Ions. You do less damage DEFAULT. As such you HAVE to compensate with a damage mod. This nixes the low slot advantage you gained from better fitting requirements.
Now, however, you are left with a damage mod that is STILL lower than a neutron user who is using no damage mod increasing module and has the same skills. Unfortunately, you CANNOT use antimatter ammo because your optimal range is too low for live combat. As such your damage output is now so much lower that you cannot hope to possibly compensate simply by having better tracking. You will hit slightly more often than your opponent, but will do FAR less damage. This means that even if you have defensive mods on (further decreasing your damage output) you will still lose.
The small armor repairer idea isnt a bad one .... ill have to see whether my Taranises survive without the CPR.
The Enemy's Gate is Down
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Pandora Panda
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Posted - 2004.07.24 15:58:00 -
[99]
Edited by: Pandora Panda on 24/07/2004 16:04:44
Originally by: Baun I have yet to see a viable argument for Ions over Neutrons.
Low fitting. Low cap use. Better tracking. Only a marginal DoT penalty.
The 6 grid and loads of cap that you save thanks to each ion can be put to use giving you nice armor. You dont need a damage mod because the DoT isnt much lower and you get a massive survivablilty boost from the extra grid.
And antimatter ammo is more than viable for ions.
EDIT - Just checked the math. Neutrons do 6.6% more DoT than ions for 50% more cap and double the powergrid. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Pandora Panda
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Posted - 2004.07.24 15:58:00 -
[100]
Edited by: Pandora Panda on 24/07/2004 16:04:44
Originally by: Baun I have yet to see a viable argument for Ions over Neutrons.
Low fitting. Low cap use. Better tracking. Only a marginal DoT penalty.
The 6 grid and loads of cap that you save thanks to each ion can be put to use giving you nice armor. You dont need a damage mod because the DoT isnt much lower and you get a massive survivablilty boost from the extra grid.
And antimatter ammo is more than viable for ions.
EDIT - Just checked the math. Neutrons do 6.6% more DoT than ions for 50% more cap and double the powergrid. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Helnious
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Posted - 2004.07.24 16:50:00 -
[101]
This is what I use to scram down ships
1x anode neutron blaster 2x light neutron 1x mwd II 1x warp scrambler 1x webifier 3x cap rechargers
Stopping people from warping out while BS pwned them - Priceless
Don't forget to get those skills up though 
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Helnious
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Posted - 2004.07.24 16:50:00 -
[102]
This is what I use to scram down ships
1x anode neutron blaster 2x light neutron 1x mwd II 1x warp scrambler 1x webifier 3x cap rechargers
Stopping people from warping out while BS pwned them - Priceless
Don't forget to get those skills up though 
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Baun
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Posted - 2004.07.25 00:12:00 -
[103]
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
The Enemy's Gate is Down
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Baun
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Posted - 2004.07.25 00:12:00 -
[104]
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
The Enemy's Gate is Down
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Pandora Panda
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Posted - 2004.07.25 01:09:00 -
[105]
Originally by: Baun
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
Ions with antimatter will hit effectively out to 3k. Neutrons will hit out to 4k.
If you cant stay within 3k, you shouldnt be flying a blaster-based frigate. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Pandora Panda
|
Posted - 2004.07.25 01:09:00 -
[106]
Originally by: Baun
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
Ions with antimatter will hit effectively out to 3k. Neutrons will hit out to 4k.
If you cant stay within 3k, you shouldnt be flying a blaster-based frigate. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Baun
|
Posted - 2004.07.25 03:01:00 -
[107]
Originally by: Pandora Panda
Originally by: Baun
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
Ions with antimatter will hit effectively out to 3k. Neutrons will hit out to 4k.
If you cant stay within 3k, you shouldnt be flying a blaster-based frigate.
Agreed but again, not AS effectively as neutrons even though they have better tracking. As such you are hitting less frequently for less damage. Cap should never be a limiting factor here, go with neutrons.
The Enemy's Gate is Down
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Baun
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Posted - 2004.07.25 03:01:00 -
[108]
Originally by: Pandora Panda
Originally by: Baun
Quote:
And antimatter ammo is more than viable for ions.
Not in the universe I play in.
750m is NOT a viable optimal range, especially when your falloff is under the speed/second off the enemy craft EVEN if your tracking is a tad better.
Ions with antimatter will hit effectively out to 3k. Neutrons will hit out to 4k.
If you cant stay within 3k, you shouldnt be flying a blaster-based frigate.
Agreed but again, not AS effectively as neutrons even though they have better tracking. As such you are hitting less frequently for less damage. Cap should never be a limiting factor here, go with neutrons.
The Enemy's Gate is Down
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Ronyo Dae'Loki
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Posted - 2004.07.25 03:26:00 -
[109]
If you are actually having cap problems using neutrons...
 ------------- My salsa makes all the pretty girls want to dance and take off their underpants. I <3 ( . Y . ) |

Ronyo Dae'Loki
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Posted - 2004.07.25 03:26:00 -
[110]
If you are actually having cap problems using neutrons...
 ------------- My salsa makes all the pretty girls want to dance and take off their underpants. I <3 ( . Y . ) |
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